GT7 is compatible with motion rig ?

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Now that my foot is almost healed up fully, I've been racing again the past week and making more tweaks to my DOF rig. I've got a somewhat happy medium between lots of Roll and not lots of GCOD (Green Cage Of Death). I think I'm honestly going to have a setting just for open wheel cars and set it on my phone if/when I need to as well as a calmer setting for rally racin'. We'll see, but here's my compromised settings:
Current GT7 Settings.png




Jerome
 
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I need to make further tweaks. I had two things essentially come undone after two weeks of serious racing.

First, when I finished a session yesterday, I adjusted my seat a little and when the YAW section moved, I heard some metal scraping. I quickly found out that two of the bolts that secure the YAW motor to the bottom base of the rig came loose. I added some threadlocker to both bolts after removing the base section, hopefully that will do the trick?:
1.png


I then went back to racing and maybe an hour later, the YAW felt 'funny', like it was working in the opposite direction. Well, the vertical bolt that holds the arm to the base came fully undone:
2.png


I think the root cause of all this, is in my YAW settings. I had the max range set to 10, now I'm assuming 10 is the max range from one end to the other. If I manually swing the YAW when the rig is off, it is a little bit difficult to move it out of the fully extended position:
3.png

I'm going to set it to a max of 8 and if the vertical bolt comes out again, I'll threadlocker it (it's waaay easier to get to) if I need to later.

I'll keep churning away at my setting tweaks and when I think it's all in place, I'm gonna take an open top Mazda to Atlanta and see if the YAW, PITCH and ROLL settings seem to match what I see with the car in VR.


Jerome
 
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Here's my latest settings, after a lot of testing, trying, etc. The Overall Smoothing really helps with those jarring motions as you begin a license test. I'd say lower the max angle for F1 type cars and if/when doing so, lower the YAW, PITCH, ROLL, HEAVE and SURGE smoothing as an offset to still feel more sensation even though the rig is tilting less.

I'd also suggest increasing the overall smoothing to max/near max and decrease the max angle to like 20-ish(?) for rally races; the new Master license test at the snow track in the Pugeot for example is.....BRUTAAAAL in a sim rig. I had could barely keep my feet on the pedals at times :lol:

Current GT7 Settings.png



Jerome
 
Hi, new member here. I created an account to ask a question related to motion compensation on PSVR2.

I have been considering a DOF Reality H3 or H6, but putting that off until something can be done about the motion compensation issue. One idea that came to mind would be the use of an FPGA that sits between the PS5 and TV, via HDMI, that applies a transformation of the tracking image to compensate for the motion. Alternatively, this same thing could be achieved with the monitor being physically attached to the motion platform, but that would require a light weight screen option to optimize the load.

This would probably require the PSVR2 to be used in a very dark environment. I am not sure how practical this would be, so want your thoughts.
 
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Hi, new member here. I created an account to ask a question related to motion compensation on PSVR2.

I have been considering a DOF Reality H3 or H6, but putting that off until something can be done about the motion compensation issue. One idea that came to mind would be the use of an FPGA that sits between the PS5 and TV, via HDMI, that applies a transformation of the tracking image to compensate for the motion. Alternatively, this same thing could be achieved with the monitor being physically attached to the motion platform, but that would require a light weight screen option to optimize the load.

This would probably require the PSVR2 to be used in a very dark environment. I am not sure how practical this would be, so want your thoughts.
What motion compensation issue? I'm not up to speed on that. The only 'issue' with using a DOF with PSVR2 is when your head leaves the virtual cockpit and the screen goes black with green bars.


Jerome
 
What motion compensation issue? I'm not up to speed on that. The only 'issue' with using a DOF with PSVR2 is when your head leaves the virtual cockpit and the screen goes black with green bars.


Jerome
Yes, the same issue. I am assuming that it is caused by the PS5 interpreting the movement in the headset while the motion system is in action as a head movement initiated by the the person. Then when that is happening within boundary conditions it results in the green frame.
 
Yes, the same issue. I am assuming that it is caused by the PS5 interpreting the movement in the headset while the motion system is in action as a head movement initiated by the the person. Then when that is happening within boundary conditions it results in the green frame.
Ayep. But PD will never fix something like this for a couple reasons unfortunately:
1) Motion Sim isn't officially supported, so PD thinks those with a PSVR2 have static rigs or a controller, which they are right, I'd guess about 99.99999999%
2) They'd have to allow your head to travel outside the boundaries of the car interior (obviously), but saying it is one thing and doing it is another when things like this likely have to be locked down for stability. They didn't build the game with that in mind and I highly doubt GT8 would be any different.

However, what could help and be totally doable, is an adjustable in cockpit center point where you can specify (for each car since they are all different) where you want your head to be located in the cockpit (within reason, no going in the center of the car). Or, perhaps set a percentage buffer between the car boundaries. Alas, neither will never happen, sadly. But I will say my current settings are getting better, certainly way better than the default.


Jerome
 
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Ayep. But PD will never fix something like this for a couple reasons unfortunately:
1) Motion Sim isn't officially supported, so PD thinks those with a PSVR2 have static rigs or a controller, which they are right, I'd guess about 99.99999999%
2) They'd have to allow your head to travel outside the boundaries of the car interior (obviously), but saying it is one thing and doing it is another when things like this likely have to be locked down for stability. They didn't build the game with that in mind and I highly doubt GT8 would be any different.

However, what could help and be totally doable, is an adjustable in cockpit center point where you can specify (for each car since they are all different) where you want your head to be located in the cockpit. Or, perhaps set a percentage buffer between the car boundaries. Alas, neither will never happen, sadly. But I will say my current settings are getting better, certainly way better than the default.


Jerome
Yes, so what would be required as a solution is if the tracking image that is shown on the TV screen was augmented through software using data from the motion system to compensate. This would fool the headset into thinking that it remained stationary during moments where the motion rig is moving. This assumes that the PSVR2 software prioritizes the TV tracking image reference. Any additional head movements would work as normal.

This would be something that would be third party and not require PD.

To test this theory, what would be required is to mount the screen to the motion rig, and try in a pitch black room.
 
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Hey DubbyMcDubs,

I've put on a 40" monitor on a vesa mount to the H3 rig previously and found the tracking was no better than if the monitor was on the wall. If the room is too dark the VR headset tells you to introduce more light, as well. But I can run it back to back if it'll help prove a theory for ya. Happy to help, just explain in absolute detail what the test should do and what type of feedback I can provide.

The bell curve is definitely in effect with motion and GT7 - around 70% of the tracks with 70% of the cars a generic profile setting will work and give you a convincing experience, you don't need much motion to have that immersion effect, without the need for motion compensation. Not to say it wouldn't help - it surely would, but the configuration as-is runs well enough to be not only playable but enjoyable. Could be nonsense but I find after a handful of position resets (holding the start button) in the cockpit on the opening lap helps stabilize the POV for the remainder of the race. Short downward slope (braking on top of track pitch) and bank are the fatal factors in my experience; oval tracks/Daytona, Grand Valley, Bathurst, etc. The key is to reduce pitch and roll angle for these profiles.

Fine tuning the nuances to each model and then to each track is turning into an art form - and there's an interesting thing where you're going back and forth adjusting for the car (suspension?) or for the seat of the pants feel (inertia?). There's also an absolute mess of the process when you're tuning for each individual item only to find the system overburdened with the blast of all simultaneous movements, and that's true for all the sensory/immersion devices (pedal rumbler, wind, transducer, etc.). You're writing a symphony not a solo - it's tough! I typically isolate each line item, tune to the point where it feels best, then go and make a universal downward adjustment to all individual sliders, typically 30-40%, to provide overhead for competing actions. From there it's highlighting certain vectors that better represent the car or experience per car. And some cars I simply can't get to work right.

I've had a good fortune to experience a number of sports and race cars in real life, close to 10% of the cars in the video game, and that has helped with tweaking motion profiles across the garage. Using those real life memories as my baseline cars I've begun fiddling with chatGPT, taking the parameters vs raw telemetry I have set as the control, then asking GPT to infer, based upon the salient facts it has available of the target car (weight, weight distribution, wheelbase, gearing, power band, etc.) and using its raw telemetry data by comparison, where a recommended baseline could be. It hasn't yet become the smoking gun I'd hoped but does give some percentage adjustment suggestions which I start off with and then poke around in the dark until I find what I'm looking for out of the sensation. Again, it's tough to differentiate when you want the immersion to be about the car or yourself.

Jerome - I've been meaning to try out your settings, will do so this week and write back.

To anyone on the fence, if the financial barrier isn't an issue and you have a good sensitive a** you can reference it's a fun hobby setting up these profiles. Unfortunately it is not a retail turn-key enterprise. I'd like to start a repository sometime for user submitted profiles that we can share and enjoy. All dozen of us. If it's a bridge too far to make, my favorite rig setup is a folding chair from any of the name brand companies, 3.5nm+ torque servo with 12" rim, load cell pedals, transducer and some good headphones. VR if you can stomach it. Ergos are right, convenience is high, costs are low. After that it's chasing diminishing returns.
 
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Oh, you also don't need a pitch black room and with PSVR2, you won't want that as there's a button to flip between live view and in-game view.


Jerome
 
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